Revised Alignment Abilities
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GalCiv2 Forums
Modified Alignment Bonuses:
Good
Abilities:
* -50% colony maintenance for all planets
* +50% diplomacy
* +25% morale
* +25% influence
* +25% influence for all influence starbases (automatic)
* Cannot use invasion tactics that reduce the PQ of a planet
Buildings:
* "The Happiness Radio Network" - Galactic Achievement. Requires "Cultural Domination" tech. Increases the chance of a planet flipping (when applicable) if its morale is low. Planets with a morale under 40% have 2x the chance of flipping. Planets with a morale under 30% have 3x the chance of flipping.
* "Planetary Protection Agency" - Requires "Extreme Colonization". One per planet. Prevents enemies from using invasion tactics that harm the PQ of the planet. Spore ship effect changed to only kill 50% of the planet's population and the spore ship does not conquer the planet.
* "Cultural Think Tank" - Requires "Majesty" tech. Similar to "Cultural Exchange Center", but gives +50% influence and costs 3x as much to build.
* "Hall of Sympathy" - Galactic Achievement. Requires "Concepts of Righteousness" tech. Any race declaring war on the owner recieves a diplomatic penalty with all other races seen as "-- Warmonger" until the war is resolved.
* "Bureau of Ethical Awareness" - Galactic Achievement. Requires "Concepts of Righteousness". If there are wars in progress when a United Planets Council meeting is called, there is a 50% chance that the proposition will be "Should all current wars be resolved?".
Techs:
* "Cultural Warfare" - Requires "Cultural Conquest" tech. Invasion tactic (similar to information warfare) where a percentage of the population joins the attacker based on the cultural influence ratio of the attacker to the defender for that planet; MIN(InfluenceRatio * 10%, 80%).
* "First Contact Protocol" - Requires "Expert Diplomacy" tech. Gives a relations boost seen as "++ Positive First Contact" for 50 turns after meeting a new race.
Neutral
Abilities:
* Instant terraforming of all planets to the current terraforming technology level
* +10% morale
* +10% economics
* +10% ship defense
* +10% research
* +25% population growth
* +50% loyalty
* +25% trade
* +5% bonus to all economy starbases (automatic)
* Extra ship defense technologies
* Initial Colonies generate 16 research points instead of 10
* -25% cost of buying ships and buildings directly (both the immediate cost and lease payments), intended to replace the "+25 interest" bonus which simply reduces length of leases (but doesn't help when using the pay-in-full purchase option)
Buildings:
* "National Monuments" - Galactic Achievement. Requires "Balanced Vision". Instills pride in your citizens. Planets of the owner will not begin to flip until the influence ratio is above 6x.
* "Mobile Medical Facilities" - Requires "Xeno Medicine". One per planet. Increases the final invasion advantage of the defending planet by +50%.
* "Galactic Defense Network" - Galactic Achievement. Requires "Supreme Planetary Defense". Increases the defense of ships or fleets in orbit of all planets by +25%. Increases all planetary defenses by +25%.
Techs:
* "Universal Research Algorithm" - Requires "Neutrality Learning Centers". Gives +10% research ability.
Misc:
* "Defensive Grid I/II/III" - Requires "Starbase Defenses". Modules for military starbases that increase ship defense by +10% each (max of +30% from this effect).
Evil
Abilities:
* +10% social production
* +25% military production
* +10% ship attack
* +10% soldiering
* Extra ship weapon technologies
* No starbase maintenance or upgrade costs
* -25% ship maintenance
Buildings:
* "Mind Control Center" - Effect changed; Planets at 6x influence by the owner flip immediately. +25% loyalty ability. +10% morale ability.
* "Slave Labor Camp" - Requires "Concepts of Malice". One per planet. Increases social and military production on a planet by +25% (similar to a power plant). However, comes with a static -25% morale penalty (after all other morale calculations, similar to the high quality planet bonus). The planet's morale is capped at 75%.
* "Government Corruption Policy" - Galactic Achievement. Requires "Politics of Corruption". +100% economics ability, but comes at a price. Every turn, each planet controlled by the owner has a chance of falling under the control of pirates (except the capital world); the chance for each planet is ((100% - planetmorale%) * 1%).
* "Pirate Base" - Galactic Achievement. Requires "Politics of Corruption". The owner recieves 3% of all non-evil race's total income from piracy. The planet the Pirate Base is located on has a 1% chance each turn to fall under the control of the pirates.
Techs:
* "Politics of Corruption" - Requires "Interstellar Governments". Allows the construction of "Government Corruption Policy". +10% economics.
* "Telepathic Emitters" - Requires "Shock Troops". Allows a telepathic invasion tactic that gives no combat bonuses but if the attacker loses then the defending planet has a chance of subverting to the attacker anyway; (AttackingTroops / DefendingTroops * 100%).
* "Cruel Spy Tactics" - Requires "Concepts of Malice". Allows spys to poison food and water supplies. Every active spy reduces a planet's population growth by 25 million per turn. The planet's population may decline as a result of this; if the entire population is wiped out, the colony is destroyed and the planet becomes uninhabited (there is no permanent damage to the planet).
Misc:
* "Weapon Amplifier I/II/III" - Requires "Starbase Projection". Modules for military starbases that increase ship attack by +10% each (max of +30% from this effect).
* "Quantum Warp Bomb" - Requires "HyperWarp". Ship component for creating kamakaze ships. A ship with this component self-destructs when it dies, rolling with an attack strength of the ship's maximum HP. The explosion hits a random enemy ship and ignores defenses.
Good
Abilities:
* -50% colony maintenance for all planets
* +50% diplomacy
* +25% morale
* +25% influence
* +25% influence for all influence starbases (automatic)
* Cannot use invasion tactics that reduce the PQ of a planet
Buildings:
* "The Happiness Radio Network" - Galactic Achievement. Requires "Cultural Domination" tech. Increases the chance of a planet flipping (when applicable) if its morale is low. Planets with a morale under 40% have 2x the chance of flipping. Planets with a morale under 30% have 3x the chance of flipping.
* "Planetary Protection Agency" - Requires "Extreme Colonization". One per planet. Prevents enemies from using invasion tactics that harm the PQ of the planet. Spore ship effect changed to only kill 50% of the planet's population and the spore ship does not conquer the planet.
* "Cultural Think Tank" - Requires "Majesty" tech. Similar to "Cultural Exchange Center", but gives +50% influence and costs 3x as much to build.
* "Hall of Sympathy" - Galactic Achievement. Requires "Concepts of Righteousness" tech. Any race declaring war on the owner recieves a diplomatic penalty with all other races seen as "-- Warmonger" until the war is resolved.
* "Bureau of Ethical Awareness" - Galactic Achievement. Requires "Concepts of Righteousness". If there are wars in progress when a United Planets Council meeting is called, there is a 50% chance that the proposition will be "Should all current wars be resolved?".
Techs:
* "Cultural Warfare" - Requires "Cultural Conquest" tech. Invasion tactic (similar to information warfare) where a percentage of the population joins the attacker based on the cultural influence ratio of the attacker to the defender for that planet; MIN(InfluenceRatio * 10%, 80%).
* "First Contact Protocol" - Requires "Expert Diplomacy" tech. Gives a relations boost seen as "++ Positive First Contact" for 50 turns after meeting a new race.
Neutral
Abilities:
* Instant terraforming of all planets to the current terraforming technology level
* +10% morale
* +10% economics
* +10% ship defense
* +10% research
* +25% population growth
* +50% loyalty
* +25% trade
* +5% bonus to all economy starbases (automatic)
* Extra ship defense technologies
* Initial Colonies generate 16 research points instead of 10
* -25% cost of buying ships and buildings directly (both the immediate cost and lease payments), intended to replace the "+25 interest" bonus which simply reduces length of leases (but doesn't help when using the pay-in-full purchase option)
Buildings:
* "National Monuments" - Galactic Achievement. Requires "Balanced Vision". Instills pride in your citizens. Planets of the owner will not begin to flip until the influence ratio is above 6x.
* "Mobile Medical Facilities" - Requires "Xeno Medicine". One per planet. Increases the final invasion advantage of the defending planet by +50%.
* "Galactic Defense Network" - Galactic Achievement. Requires "Supreme Planetary Defense". Increases the defense of ships or fleets in orbit of all planets by +25%. Increases all planetary defenses by +25%.
Techs:
* "Universal Research Algorithm" - Requires "Neutrality Learning Centers". Gives +10% research ability.
Misc:
* "Defensive Grid I/II/III" - Requires "Starbase Defenses". Modules for military starbases that increase ship defense by +10% each (max of +30% from this effect).
Evil
Abilities:
* +10% social production
* +25% military production
* +10% ship attack
* +10% soldiering
* Extra ship weapon technologies
* No starbase maintenance or upgrade costs
* -25% ship maintenance
Buildings:
* "Mind Control Center" - Effect changed; Planets at 6x influence by the owner flip immediately. +25% loyalty ability. +10% morale ability.
* "Slave Labor Camp" - Requires "Concepts of Malice". One per planet. Increases social and military production on a planet by +25% (similar to a power plant). However, comes with a static -25% morale penalty (after all other morale calculations, similar to the high quality planet bonus). The planet's morale is capped at 75%.
* "Government Corruption Policy" - Galactic Achievement. Requires "Politics of Corruption". +100% economics ability, but comes at a price. Every turn, each planet controlled by the owner has a chance of falling under the control of pirates (except the capital world); the chance for each planet is ((100% - planetmorale%) * 1%).
* "Pirate Base" - Galactic Achievement. Requires "Politics of Corruption". The owner recieves 3% of all non-evil race's total income from piracy. The planet the Pirate Base is located on has a 1% chance each turn to fall under the control of the pirates.
Techs:
* "Politics of Corruption" - Requires "Interstellar Governments". Allows the construction of "Government Corruption Policy". +10% economics.
* "Telepathic Emitters" - Requires "Shock Troops". Allows a telepathic invasion tactic that gives no combat bonuses but if the attacker loses then the defending planet has a chance of subverting to the attacker anyway; (AttackingTroops / DefendingTroops * 100%).
* "Cruel Spy Tactics" - Requires "Concepts of Malice". Allows spys to poison food and water supplies. Every active spy reduces a planet's population growth by 25 million per turn. The planet's population may decline as a result of this; if the entire population is wiped out, the colony is destroyed and the planet becomes uninhabited (there is no permanent damage to the planet).
Misc:
* "Weapon Amplifier I/II/III" - Requires "Starbase Projection". Modules for military starbases that increase ship attack by +10% each (max of +30% from this effect).
* "Quantum Warp Bomb" - Requires "HyperWarp". Ship component for creating kamakaze ships. A ship with this component self-destructs when it dies, rolling with an attack strength of the ship's maximum HP. The explosion hits a random enemy ship and ignores defenses.




You are correct, that is the reason I have no interest in a mod. My games are long, perhaps "epic" in nature, and I am building towards beating the highest AIs, and writting AARs about it.